Fix multiple rendertargets (#427)
* Simplify render target bindings * Implement multiple viewports * Pack glViewportIndexed calls into a single glViewportArray * Use ARB_viewport_array when available * Cache framebuffer attachments * Use get accessors in OGLExtension * Address feedback
This commit is contained in:
parent
7de7b559ad
commit
2562ca6c3f
8 changed files with 185 additions and 155 deletions
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@ -2,15 +2,17 @@ namespace Ryujinx.Graphics.Gal
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{
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public interface IGalRenderTarget
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{
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void BindColor(long Key, int Attachment, GalImage Image);
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void Bind();
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void BindColor(long Key, int Attachment);
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void UnbindColor(int Attachment);
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void BindZeta(long Key, GalImage Image);
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void BindZeta(long Key);
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void UnbindZeta();
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void Set(long Key);
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void Present(long Key);
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void SetMap(int[] Map);
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@ -18,7 +20,7 @@ namespace Ryujinx.Graphics.Gal
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void SetWindowSize(int Width, int Height);
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void SetViewport(int X, int Y, int Width, int Height);
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void SetViewport(int Attachment, int X, int Y, int Width, int Height);
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void Render();
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@ -225,7 +225,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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case GalTextureWrap.Clamp: return TextureWrapMode.Clamp;
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}
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if (OGLExtension.HasTextureMirrorClamp())
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if (OGLExtension.TextureMirrorClamp)
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{
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switch (Wrap)
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{
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@ -1,40 +1,17 @@
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using OpenTK.Graphics.OpenGL;
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using System;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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static class OGLExtension
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{
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private static bool Initialized = false;
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private static Lazy<bool> s_EnhancedLayouts = new Lazy<bool>(() => HasExtension("GL_ARB_enhanced_layouts"));
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private static Lazy<bool> s_TextureMirrorClamp = new Lazy<bool>(() => HasExtension("GL_EXT_texture_mirror_clamp"));
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private static Lazy<bool> s_ViewportArray = new Lazy<bool>(() => HasExtension("GL_ARB_viewport_array"));
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private static bool EnhancedLayouts;
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private static bool TextureMirrorClamp;
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public static bool HasEnhancedLayouts()
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{
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EnsureInitialized();
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return EnhancedLayouts;
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}
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public static bool HasTextureMirrorClamp()
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{
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EnsureInitialized();
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return TextureMirrorClamp;
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}
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private static void EnsureInitialized()
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{
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if (Initialized)
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{
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return;
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}
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EnhancedLayouts = HasExtension("GL_ARB_enhanced_layouts");
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TextureMirrorClamp = HasExtension("GL_EXT_texture_mirror_clamp");
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}
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public static bool EnhancedLayouts => s_EnhancedLayouts.Value;
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public static bool TextureMirrorClamp => s_TextureMirrorClamp.Value;
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public static bool ViewportArray => s_ViewportArray.Value;
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private static bool HasExtension(string Name)
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{
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@ -22,16 +22,52 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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}
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}
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private class FrameBufferAttachments
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{
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public long[] Colors;
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public long Zeta;
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public int MapCount;
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public DrawBuffersEnum[] Map;
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public FrameBufferAttachments()
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{
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Colors = new long[RenderTargetsCount];
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Map = new DrawBuffersEnum[RenderTargetsCount];
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}
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public void SetAndClear(FrameBufferAttachments Source)
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{
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Zeta = Source.Zeta;
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MapCount = Source.MapCount;
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Source.Zeta = 0;
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Source.MapCount = 0;
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for (int i = 0; i < RenderTargetsCount; i++)
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{
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Colors[i] = Source.Colors[i];
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Map[i] = Source.Map[i];
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Source.Colors[i] = 0;
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Source.Map[i] = 0;
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}
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}
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}
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private const int NativeWidth = 1280;
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private const int NativeHeight = 720;
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private const int RenderTargetsCount = 8;
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private const GalImageFormat RawFormat = GalImageFormat.A8B8G8R8 | GalImageFormat.Unorm;
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private OGLTexture Texture;
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private ImageHandler ReadTex;
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private Rect Viewport;
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private float[] Viewports;
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private Rect Window;
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private bool FlipX;
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@ -50,138 +86,164 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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private int SrcFb;
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private int DstFb;
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//Holds current attachments, used to avoid unnecesary calls to OpenGL
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private int[] ColorAttachments;
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private int DepthAttachment;
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private int StencilAttachment;
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private FrameBufferAttachments Attachments;
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private FrameBufferAttachments OldAttachments;
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private int CopyPBO;
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public OGLRenderTarget(OGLTexture Texture)
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{
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ColorAttachments = new int[8];
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Attachments = new FrameBufferAttachments();
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OldAttachments = new FrameBufferAttachments();
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Viewports = new float[RenderTargetsCount * 4];
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this.Texture = Texture;
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}
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public void BindColor(long Key, int Attachment, GalImage Image)
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public void Bind()
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{
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if (Texture.TryGetImageHandler(Key, out ImageHandler CachedImage))
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if (DummyFrameBuffer == 0)
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{
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EnsureFrameBuffer();
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Attach(ref ColorAttachments[Attachment], CachedImage.Handle, FramebufferAttachment.ColorAttachment0 + Attachment);
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}
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else
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{
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UnbindColor(Attachment);
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}
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DummyFrameBuffer = GL.GenFramebuffer();
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}
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public void UnbindColor(int Attachment)
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{
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EnsureFrameBuffer();
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, DummyFrameBuffer);
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Attach(ref ColorAttachments[Attachment], 0, FramebufferAttachment.ColorAttachment0 + Attachment);
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ImageHandler CachedImage;
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for (int Attachment = 0; Attachment < RenderTargetsCount; Attachment++)
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{
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if (Attachments.Colors[Attachment] == OldAttachments.Colors[Attachment])
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{
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continue;
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}
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public void BindZeta(long Key, GalImage Image)
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{
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if (Texture.TryGetImageHandler(Key, out ImageHandler CachedImage))
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{
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EnsureFrameBuffer();
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int Handle = 0;
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if (Attachments.Colors[Attachment] != 0 &&
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Texture.TryGetImageHandler(Attachments.Colors[Attachment], out CachedImage))
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{
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Handle = CachedImage.Handle;
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}
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GL.FramebufferTexture(
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FramebufferTarget.DrawFramebuffer,
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FramebufferAttachment.ColorAttachment0 + Attachment,
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Handle,
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0);
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}
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if (Attachments.Zeta != OldAttachments.Zeta)
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{
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if (Attachments.Zeta != 0 && Texture.TryGetImageHandler(Attachments.Zeta, out CachedImage))
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{
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if (CachedImage.HasDepth && CachedImage.HasStencil)
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{
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if (DepthAttachment != CachedImage.Handle ||
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StencilAttachment != CachedImage.Handle)
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{
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GL.FramebufferTexture(
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FramebufferTarget.DrawFramebuffer,
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FramebufferAttachment.DepthStencilAttachment,
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CachedImage.Handle,
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0);
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DepthAttachment = CachedImage.Handle;
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StencilAttachment = CachedImage.Handle;
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}
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}
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else if (CachedImage.HasDepth)
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{
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Attach(ref DepthAttachment, CachedImage.Handle, FramebufferAttachment.DepthAttachment);
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Attach(ref StencilAttachment, 0, FramebufferAttachment.StencilAttachment);
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}
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else if (CachedImage.HasStencil)
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{
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Attach(ref DepthAttachment, 0, FramebufferAttachment.DepthAttachment);
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Attach(ref StencilAttachment, CachedImage.Handle, FramebufferAttachment.StencilAttachment);
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}
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else
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{
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throw new InvalidOperationException();
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}
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}
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else
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{
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UnbindZeta();
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}
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}
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private void Attach(ref int OldHandle, int NewHandle, FramebufferAttachment FbAttachment)
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{
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if (OldHandle != NewHandle)
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{
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GL.FramebufferTexture(
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FramebufferTarget.DrawFramebuffer,
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FbAttachment,
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NewHandle,
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FramebufferAttachment.DepthAttachment,
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CachedImage.Handle,
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0);
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OldHandle = NewHandle;
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GL.FramebufferTexture(
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FramebufferTarget.DrawFramebuffer,
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FramebufferAttachment.StencilAttachment,
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0,
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0);
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}
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}
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public void UnbindZeta()
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else
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{
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EnsureFrameBuffer();
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if (DepthAttachment != 0 || StencilAttachment != 0)
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throw new NotImplementedException();
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}
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}
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else
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{
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GL.FramebufferTexture(
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FramebufferTarget.DrawFramebuffer,
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FramebufferAttachment.DepthStencilAttachment,
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0,
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0);
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DepthAttachment = 0;
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StencilAttachment = 0;
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}
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}
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public void Set(long Key)
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if (OGLExtension.ViewportArray)
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{
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GL.ViewportArray(0, 8, Viewports);
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}
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else
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{
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GL.Viewport(
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(int)Viewports[0],
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(int)Viewports[1],
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(int)Viewports[2],
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(int)Viewports[3]);
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}
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if (Attachments.MapCount > 1)
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{
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GL.DrawBuffers(Attachments.MapCount, Attachments.Map);
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}
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else if (Attachments.MapCount == 1)
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{
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GL.DrawBuffer((DrawBufferMode)Attachments.Map[0]);
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}
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else
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{
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GL.DrawBuffer(DrawBufferMode.None);
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}
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OldAttachments.SetAndClear(Attachments);
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}
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public void BindColor(long Key, int Attachment)
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{
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Attachments.Colors[Attachment] = Key;
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}
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public void UnbindColor(int Attachment)
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{
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Attachments.Colors[Attachment] = 0;
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}
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public void BindZeta(long Key)
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{
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Attachments.Zeta = Key;
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}
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public void UnbindZeta()
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{
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Attachments.Zeta = 0;
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}
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public void Present(long Key)
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{
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Texture.TryGetImageHandler(Key, out ReadTex);
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}
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public void SetMap(int[] Map)
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{
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if (Map != null && Map.Length > 0)
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if (Map != null)
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{
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DrawBuffersEnum[] Mode = new DrawBuffersEnum[Map.Length];
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Attachments.MapCount = Map.Length;
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for (int i = 0; i < Map.Length; i++)
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for (int Attachment = 0; Attachment < Attachments.MapCount; Attachment++)
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{
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Mode[i] = DrawBuffersEnum.ColorAttachment0 + Map[i];
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Attachments.Map[Attachment] = DrawBuffersEnum.ColorAttachment0 + Map[Attachment];
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}
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GL.DrawBuffers(Mode.Length, Mode);
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}
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else
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{
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GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
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Attachments.MapCount = 0;
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}
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}
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@ -201,20 +263,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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Window = new Rect(0, 0, Width, Height);
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}
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public void SetViewport(int X, int Y, int Width, int Height)
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public void SetViewport(int Attachment, int X, int Y, int Width, int Height)
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{
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Viewport = new Rect(X, Y, Width, Height);
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int Offset = Attachment * 4;
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SetViewport(Viewport);
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}
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private void SetViewport(Rect Viewport)
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{
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GL.Viewport(
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Viewport.X,
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Viewport.Y,
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Viewport.Width,
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Viewport.Height);
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Viewports[Offset + 0] = X;
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Viewports[Offset + 1] = Y;
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Viewports[Offset + 2] = Width;
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Viewports[Offset + 3] = Height;
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}
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public void Render()
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@ -276,7 +332,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.FramebufferTexture(FramebufferTarget.ReadFramebuffer, FramebufferAttachment.ColorAttachment0, ReadTex.Handle, 0);
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GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
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GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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@ -285,8 +340,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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DstX0, DstY0, DstX1, DstY1,
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ClearBufferMask.ColorBufferBit,
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BlitFramebufferFilter.Linear);
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EnsureFrameBuffer();
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}
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public void Copy(
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@ -343,8 +396,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.Clear(Mask);
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GL.BlitFramebuffer(SrcX0, SrcY0, SrcX1, SrcY1, DstX0, DstY0, DstX1, DstY1, Mask, Filter);
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EnsureFrameBuffer();
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}
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}
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@ -419,15 +470,5 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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(CachedImage.HasDepth ? ClearBufferMask.DepthBufferBit : 0) |
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(CachedImage.HasStencil ? ClearBufferMask.StencilBufferBit : 0);
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}
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private void EnsureFrameBuffer()
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{
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if (DummyFrameBuffer == 0)
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{
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DummyFrameBuffer = GL.GenFramebuffer();
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}
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, DummyFrameBuffer);
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}
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}
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}
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@ -133,7 +133,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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//Enhanced layouts are required for Geometry shaders
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//skip this stage if current driver has no ARB_enhanced_layouts
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if (!OGLExtension.HasEnhancedLayouts())
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if (!OGLExtension.EnhancedLayouts)
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{
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return;
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}
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|
|
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@ -46,7 +46,7 @@ namespace Ryujinx.Graphics
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Gpu.Renderer.Texture.Create(Position, (int)Size, NewImage);
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}
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Gpu.Renderer.RenderTarget.BindColor(Position, Attachment, NewImage);
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Gpu.Renderer.RenderTarget.BindColor(Position, Attachment);
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}
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public void SendZetaBuffer(NvGpuVmm Vmm, long Position, GalImage NewImage)
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|
@ -60,7 +60,7 @@ namespace Ryujinx.Graphics
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Gpu.Renderer.Texture.Create(Position, (int)Size, NewImage);
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}
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Gpu.Renderer.RenderTarget.BindZeta(Position, NewImage);
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Gpu.Renderer.RenderTarget.BindZeta(Position);
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}
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public void SendTexture(NvGpuVmm Vmm, long Position, GalImage NewImage, int TexIndex = -1)
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|
|
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@ -100,7 +100,10 @@ namespace Ryujinx.Graphics
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SetAlphaBlending(State);
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SetPrimitiveRestart(State);
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SetFrameBuffer(Vmm, 0);
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for (int FbIndex = 0; FbIndex < 8; FbIndex++)
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{
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SetFrameBuffer(Vmm, FbIndex);
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}
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SetZeta(Vmm);
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@ -154,6 +157,10 @@ namespace Ryujinx.Graphics
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SetZeta(Vmm);
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SetRenderTargets();
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Gpu.Renderer.RenderTarget.Bind();
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Gpu.Renderer.Rasterizer.ClearBuffers(
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Flags,
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FbIndex,
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@ -204,7 +211,7 @@ namespace Ryujinx.Graphics
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Gpu.ResourceManager.SendColorBuffer(Vmm, Key, FbIndex, Image);
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Gpu.Renderer.RenderTarget.SetViewport(VpX, VpY, VpW, VpH);
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Gpu.Renderer.RenderTarget.SetViewport(FbIndex, VpX, VpY, VpW, VpH);
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}
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private void SetFrameBuffer(GalPipelineState State)
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|
@ -426,14 +433,15 @@ namespace Ryujinx.Graphics
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private void SetRenderTargets()
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{
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bool SeparateFragData = ReadRegisterBool(NvGpuEngine3dReg.RTSeparateFragData);
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//Commercial games do not seem to
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//bool SeparateFragData = ReadRegisterBool(NvGpuEngine3dReg.RTSeparateFragData);
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if (SeparateFragData)
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{
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uint Control = (uint)(ReadRegister(NvGpuEngine3dReg.RTControl));
|
||||
|
||||
uint Count = Control & 0xf;
|
||||
|
||||
if (Count > 0)
|
||||
{
|
||||
int[] Map = new int[Count];
|
||||
|
||||
for (int i = 0; i < Count; i++)
|
||||
|
@ -702,6 +710,8 @@ namespace Ryujinx.Graphics
|
|||
|
||||
Gpu.Renderer.Pipeline.Bind(State);
|
||||
|
||||
Gpu.Renderer.RenderTarget.Bind();
|
||||
|
||||
if (IndexCount != 0)
|
||||
{
|
||||
int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
|
||||
|
|
|
@ -328,7 +328,7 @@ namespace Ryujinx.HLE.HOS.Services.Android
|
|||
Context.Device.Gpu.ResourceManager.SendTexture(Vmm, FbAddr, Image);
|
||||
|
||||
Renderer.RenderTarget.SetTransform(FlipX, FlipY, Top, Left, Right, Bottom);
|
||||
Renderer.RenderTarget.Set(FbAddr);
|
||||
Renderer.RenderTarget.Present(FbAddr);
|
||||
|
||||
ReleaseBuffer(Slot);
|
||||
});
|
||||
|
|
Loading…
Reference in a new issue